Resolute Technique & Non-Crit Builds

A lot easier to just keep nerfing crit multi.
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innervation wrote:
A lot easier to just keep nerfing crit multi.


OR just place a general cap on dps lol. Solve all the problems. "You can only deal 50 million dps maximum with this skill"
If they were really interested in balancing their game they would remove more multipliers and be done with it. Increasing returns are impossible to actually balance in a game that want's to provide so much choice and options.
earlier I read you can have double damage and triple damage
my problem with that idea is that, players that get nodes like that will get crit nodes too
now just on any balance scale this is unnatural
triple damage stacking on double damage idek if thats 5 times damage or double being tripled but that makes 6 times base, now you throw a crit in there for the heck of it and your crit is the case of argument 700%
if your base is 1k which its not lol and the skill is 100% base
youre pushing 350000% of your base as a normal casual hit up to depending on the math up to 420 000% of your base in a single attack
thats friggin insane
what the hell
idk about rt, well no, rt should negate all crit, and no double and triple damage should be allowed to stack with crit, this is unnatural. its broken
imo no build that has access to double damage and triple damage should have access to crit or there should be a crit penalty on double and triple damage nodes.
such as if you have 25% chance to deal double damage, your critical strike chance is lowered by 50%.
and any double or triple damage node should read like that, this encourages players to make non crit builds but it it also prevents crit builds from becoming something totally broken in an arpg
Last edited by Gourex#4429 on May 10, 2021, 7:27:34 PM
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Gourex wrote:
and no double and triple damage should be allowed to stack with crit, this is unnatural. its broken
imo no build that has access to double damage and triple damage should have access to crit or there should be a crit penalty on double and triple damage nodes.


Yea double/tripple damage shouldnt be compatible with critical strikes, and therefore i think it should be a good idea to somehow make RT more double/triple damage-friendly and maybe exclusive. This should be tested and limited tho, cause RT already provides 100% acc.
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yamface wrote:
Spoiler
Slam builds don't go crit because they use axes, axes have low base crit weapons, low crit passives on the tree, low accuracy nodes, slow attack speed, all the while slams have their own scaling mechanisms that instagibs everything with or without crit. In other words, going crit makes little to no difference practical damage and the only thing you do by going crit is that now you do a 60 button rotation only for it to have a chance to miss plus you spend extra passives into crit nodes which is a loss in opportunity cost that could've been dumped into survivability which is a big deal because you play a slow melee archetype.

Most people go RT for slam builds not because it's cheap. They do it because it's pointless to scale crit. There is a damage ceiling in this game, once you pass that ceiling you are wasting your time adding more damage. With the removal of 100% del farming and deep delving this ceiling dropped a lot.

EE fucks up every mono-type build, aka more than 90% of builds.


Funny, thought slams work with maces/staves too, and that they "felt" "bonkers", heck, even better than axes at times.

Slams also heavily rely on "moar" damage from warcries because TencentGGG needed to add a slow, impactful, less hits/sec playstyle. Which is fine, but those multis already scale via double/triple damage if needed...

Slow melee archetype is decent enough if you still one shot every enemy in front of you when you need it.

TencentGGG simply forgot to "throw a bone" to strike skills when not scaling Crit, and those are actually the current bottom feeder and they could be brought more in line by increasing their abysmal performance, one such possibility would be to "fine tune" RT, and adjust the overpowered slams and DoTs interactions...

EE "fucks up every mono-type build, aka more than 90% of builds" that disregards "clever use of the mechanic" and doesn't read the damn keystone that specifically mentions a rotation through at least 2 of the 3 elements for obtaining the damn effect.

That it's like arguing RT "fucks up" every build that specs into it by removing Crit. >.<

Not to mention EE can conveniently be used, when actually needed, by those "more than 90% of builds" by adding another way to apply the other elements beside the main mono one... Sure, you can call that a "hassle", but that is because long time ago, keystones were properly designed with harder to mitigate disadvantages, compared to these days...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on May 11, 2021, 3:53:34 AM
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sofocle10000 wrote:
EE "fucks up every mono-type build, aka more than 90% of builds" that disregards "clever use of the mechanic" and doesn't read the damn keystone that specifically mentions a rotation through at least 2 of the 3 elements for obtaining the damn effect.

That it's like arguing RT "fucks up" every build that specs into it by removing Crit. >.<


no shit sherlock the analogy was to show how dumb your assessment of RT was
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yamface wrote:
Spoiler
"
sofocle10000 wrote:
EE "fucks up every mono-type build, aka more than 90% of builds" that disregards "clever use of the mechanic" and doesn't read the damn keystone that specifically mentions a rotation through at least 2 of the 3 elements for obtaining the damn effect.

That it's like arguing RT "fucks up" every build that specs into it by removing Crit. >.<


no shit sherlock the analogy was to show how dumb your assessment of RT was


Even with a "flawed" assessment of RT, that didn't modify that RT WAS AND STILL IS A MORE GENERAL KEYSTONE, that also serves as the lowest denominator, a soft cap on damage, if you don't use alternate scaling like warcries for slams or DoT scaling.

You might say that my view is skewed due to the lack of an alternate scaling method for strike skills non-crit, non-DoT.

I proposed RT to be that alternative, and even then, the "buff" was smaller than a legitimate "double/triple damage with hits, half effect for ailments" would entice...

Sure, they could make an entire new keystone, place it behind RT akin Mortal Conviction is placed behind Blood Magic, and let it say either:

"ALWAYS DEAL MAXIMUM DAMAGE WITH HITS. HALF EFFECT FOR AILMENTS"

or

"ALWAYS HAVE XX% CHANCE OF DOUBLE/TRIPLE DAMAGE WITH HITS. HALF EFFECT FOR AILMENTS"

That boosts RT and grants more "oomph" for strike skills that don't scale Crit or DoTs, and also preserves the current RT AS IT IS for all those "happy" slam/DoT users...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on May 11, 2021, 7:57:53 PM
RT is not supposed to be a good Keystone.
Its for starters until they can afford crit gear. Although for the average person crit is not even necessary for the overceeped t16 content nowadays.

Recently i equipped a white weapon and was still rocking t16 maps like it made no difference between a white weapon without stats and a rare weapon.
Its a shame that white mobs in t16 maps are balanced around level 1 spell damage gems to give that feeling of accomplishment.

Monster buffs are long overdue after the power creep of the last 4 years.
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zzang wrote:
Spoiler
RT is not supposed to be a good Keystone.
Its for starters until they can afford crit gear. Although for the average person crit is not even necessary for the overceeped t16 content nowadays.

Recently i equipped a white weapon and was still rocking t16 maps like it made no difference between a white weapon without stats and a rare weapon.
Its a shame that white mobs in t16 maps are balanced around level 1 spell damage gems to give that feeling of accomplishment.

Monster buffs are long overdue after the power creep of the last 4 years.


Every keystone is good. Some are just better than others.

The main problem with RT is that it works as a damage "soft cap", if you don't find an alternate scaling option for an attack skill.

Bar Crit scaling, slams have warcries multipliers, and DoTs also scale easier than picking a STRIKE SKILL WITH RT.

That is the lowest damage output for an attack based build at the moment.

Of course you could equip a white weapon and keep "decent" gear that adds "juicy" attack speed, flat and % inc damage and manage T16 maps.

Did you experienced the same in 100% deli T16s or even T17-19?

Slap RT on that same build with the same white weapon and use any strike skill of your choice, do you still "dispose as easily" of T16 and above content?

Monster buffs are warranted just as soon as TencentGGG also enlarges the damn timers slapped on almost all content.

I don't mind running 1 map for half an hour or more, damage capped, as long as it's fun and feels rewarding for me to manage all those difficult mods, but just gimme the damn time to navigate it.

PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Last edited by sofocle10000#6408 on May 11, 2021, 7:59:34 PM

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